/*
 * Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 * Copyright (C) 2010-2015 Rising Gods <http://www.rising-gods.de/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "blackrock_spire.h"

enum Spells
{
    SPELL_CURSEOFBLOOD              = 24673,
    SPELL_HEX                       = 16708,
    SPELL_CLEAVE                    = 20691,
};

enum Events
{
    EVENT_CURSE_OF_BLOOD            = 1,
    EVENT_HEX                       = 2,
    EVENT_CLEAVE                    = 3,
};

class boss_shadow_hunter_voshgajin : public CreatureScript
{
    public:
        boss_shadow_hunter_voshgajin() : CreatureScript("boss_shadow_hunter_voshgajin") { }
    
        struct boss_shadowvoshAI : public BossAI
        {
            boss_shadowvoshAI(Creature* creature) : BossAI(creature, DATA_SHADOW_HUNTER_VOSHGAJIN) { }
    
            void Reset() override
            {
                BossAI::Reset();
                //DoCastSelf(SPELL_ICEARMOR, true);
            }
    
            void EnterCombat(Unit* who) override
            {
                BossAI::EnterCombat(who);
                events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 2 * IN_MILLISECONDS);
                events.ScheduleEvent(EVENT_HEX,            8 * IN_MILLISECONDS);
                events.ScheduleEvent(EVENT_CLEAVE,        14 * IN_MILLISECONDS);
            }
    
            void UpdateAI(uint32 diff) override
            {
                if (!UpdateVictim())
                    return;
    
                events.Update(diff);
    
                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;
    
                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_CURSE_OF_BLOOD:
                            DoCastVictim(SPELL_CURSEOFBLOOD);
                            events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 45 * IN_MILLISECONDS);
                            break;
                        case EVENT_HEX:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                                DoCast(target, SPELL_HEX);
                            events.ScheduleEvent(EVENT_HEX, 15 * IN_MILLISECONDS);
                            break;
                        case EVENT_CLEAVE:
                            DoCastVictim(SPELL_CLEAVE);
                            events.ScheduleEvent(EVENT_CLEAVE, 7 * IN_MILLISECONDS);
                            break;
                    }
                }
                
                DoMeleeAttackIfReady();
            }
        };
        
        CreatureAI* GetAI(Creature* creature) const override
        {
            return new boss_shadowvoshAI(creature);
        }
};

void AddSC_boss_shadowvosh()
{
    new boss_shadow_hunter_voshgajin();
}
